using Content.Shared.Shuttles.Systems;
using Content.Shared.Tag;
using Content.Shared.Timing;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
namespace Content.Shared.Shuttles.Components;
///
/// Added to a component when it is queued or is travelling via FTL.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class FTLComponent : Component
{
// TODO Full game save / add datafields
[ViewVariables]
public FTLState State = FTLState.Available;
[ViewVariables(VVAccess.ReadWrite)]
public StartEndTime StateTime;
[ViewVariables(VVAccess.ReadWrite)]
public float StartupTime = 0f;
// Because of sphagetti, actual travel time is Math.Max(TravelTime, DefaultArrivalTime)
[ViewVariables(VVAccess.ReadWrite)]
public float TravelTime = 0f;
[DataField]
public EntProtoId? VisualizerProto = "FtlVisualizerEntity";
[DataField, AutoNetworkedField]
public EntityUid? VisualizerEntity;
///
/// Coordinates to arrive it: May be relative to another grid (for docking) or map coordinates.
///
[DataField, AutoNetworkedField]
public EntityCoordinates TargetCoordinates;
[DataField, AutoNetworkedField]
public Angle TargetAngle;
///
/// If we're docking after FTL what is the prioritised dock tag (if applicable).
///
[ViewVariables(VVAccess.ReadWrite), DataField]
public ProtoId? PriorityTag;
[ViewVariables(VVAccess.ReadWrite), DataField("soundTravel")]
public SoundSpecifier? TravelSound = new SoundPathSpecifier("/Audio/Effects/Shuttle/hyperspace_progress.ogg")
{
Params = AudioParams.Default.WithVolume(-3f).WithLoop(true)
};
[DataField]
public EntityUid? StartupStream;
[DataField]
public EntityUid? TravelStream;
}